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Feats List
Feat DescriptionsHere is the format for feat descriptions. Feat Name: The name of the feat. Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite. A character can gain a feat at the same level at which he or she gains all the prerequisites. A character can’t use a feat if the character has lost a prerequisite. Benefit: What the feat enables a character to do. Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent. Special: Additional facts about the feat. FeatsAcademic Contacts You’ve spent time in the ivory towers and met some of the finest minds in the world. Prerequisites: Diplomacy 3+ ranks, Educated. Benefit: You gain 1 associate-grade contact with an academic or scholastic theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with an academic or scholastic theme enters play as a consultant instead of a junior assistant. Acrobatic Benefit: The character gets a +2 bonus on all Jump checks and Tumble checks. Your base threat range with these skills becomes 19-20. Special: Remember that the Tumble skill can’t be used untrained. Advanced Firearms Proficiency Prerequisite: Personal Firearms Proficiency. Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting). Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on autofire. Agile Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks. Your base threat range with these skills becomes 19-20. Agile Riposte Prerequisites: Dexterity 13, Dodge. Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round. Alertness Benefit: The character gets a +2 bonus on all Listen checks and Spot checks. Your base threat range with these skills becomes 19-20. All or Nothing Win or lose, life is never dull when you’re around. Benefit: Once per session, before making a roll, you may increase the roll’s error and threat ranges by 5. If you roll within the error range, you suffer an error even if the result would normally be a success. Always Get Your Man No fugitive can hide from you for long. Prerequisites: Investigation 3+ ranks. Benefit: You gain a +3 synergy bonus with all Investigation and Gather Information checks made to find Prey in a manhunt. Further, your maximum synergy bonus with checks made to find Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Investigation skill with all Maneuver checks made pursuing Prey in a chase. Animal Affinity Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks. Your base threat range with these skills becomes 19-20. Special: Remember that the Handle Animal skill can’t be used untrained. Aquatic Training You’ve spent a lot of time diving and otherwise growing accustomed to water’s vicious temper. Prerequisites: Survival 3+ ranks. Benefit: In aquatic terrain and while underwater, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, the number of rounds you can hold your breath increases by your ranks in the Survival skill. Also, when you plan an ambush in aquatic terrain or underwater, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, when you benefit from up to 3/4 cover from being partially submerged, your cover increases by 1/4. Arctic Training You know how to maneuver and fight in arctic conditions. Prerequisites: Survival 3+ ranks. Benefit: In arctic terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with Tumble checks made to retain your footing on ice and snow. Also, when you plan an ambush in arctic terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in arctic terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of cold damage resistance. Armor Proficiency (heavy) Prerequisites: Armor Proficiency (light), Armor Proficiency (medium). Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Armor Proficiency (light) Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. Normal: A character who wears armor with which he or she is not proficient adds only the armor’s nonproficient equipment bonus to his or her Defense. Also, he or she suffers its armor check penalty on attack rolls and on all skill checks that involve moving. Armor Proficiency (medium) Prerequisite: Armor Proficiency (light). Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Athletic Benefit: The character gets a +2 bonus on all Climb checks and Swim checks. Your base threat range with these skills becomes 19-20. Attentive Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks. Your base threat range with these skills becomes 19-20. Special: Remember that the Investigate skill can’t be used untrained. Baby It You can coax a damaged vehicle to continue beyond its logical limitations. Benefit: Once per scene when a vehicle you’re operating suffers a critical hit, you may cause it to ignore the hit’s effects until the end of the current scene. Unless repaired, the vehicle suffers the critical hit result at the start of the following scene. This does not prevent the vehicle from suffering the same critical hit result a second time. Bail Out! You spare yourself the worst of any crash. Prerequisites: Tumble 6+ ranks. Benefit: When you succeed with a Reflex save made to reduce damage from a crash, you suffer only 1 point of damage per die. Even if you fail, the damage decreases by 1 point per die (minimum 1 point per die). Further, when you’re the Prey in a chase, you may make a DC 25 Stunt Maneuver check to immediately lose your pursuer and exit the chase, but automatically suffer a crash at the end of the current Conflict round. Black Cat Strange and unfortunate accidents seem to plague your enemies. Benefit: Once per scene as a free action, you may target a number of opponents within your line of sight up to the number of Chance feats you possess. The error ranges of all checks made by these opponents increase by 2 until the end of the current scene. No single character may be affected by more than 1 Black Cat feat at any time. Blind-Fight Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits. The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal, instead of one-half. Blue Collar Contacts You aren’t afraid to get your hands dirty with a little honest work, and people respect that. Prerequisites: Diplomacy 3+ ranks, Vehicle Expert. Benefit: You gain 1 associate-grade contact with a vehicular or tradesman theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a vehicular or tradesman theme enters play as a consultant instead of a junior assistant. Brawl Basics Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. Brawl Mastery Prerequisites: Brawl Basics, base attack bonus +3. Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. Brawl Supremacy Prerequisites: Brawl Mastery, base attack bonus +8. Benefit: When making an unarmed attack, the character receives a +3 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 2d6 + the character’s Strength modifier. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. Builder Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills. Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained. Bullseye Prerequisites: Dex 13+. Benefit: Before making a ranged Standard Attack that uses only 1 shot, you may accept a penalty with your attack check of up to your Dexterity modifier + 2 to gain an equal bonus to damage. If the attack misses, you become flat-footed. Burst Fire Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency. Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it. Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted. Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it. Callback Prerequesite: Character level 3+, Charmer. Benefit: You can re-roll any failed Diplomacy check to summon a contact, a number of times per mission equal to the number of Social feats you possess. Card Shark You’re a skilled gambler, often devouring lesser opponents. Prerequisites: Gamble 3+ ranks. Benefit: Your Profession checks gain a synergy bonus from your Gamble skill. Additionally, any time you spend action points to boost a Gambling check, you roll twice normal the number of dice per action point spent, adding two to the result. Cautious Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks. Your base threat range with these skills becomes 19-20. Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained. Charmer You have a way of bringing people around. Prerequisite: Cha 13+. Benefit: You may make a 1-minute Diplomacy check as a full-round action when targeting an NPC whose loyalty toward you is Level 3 or more. You may make a 10-minute Diplomacy check in 1 minute when targeting these NPCs. Clean and Polished You spend a lot of downtime making sure your gear remains in perfect condition. Benefit: The error range of any check that receives a bonus from any of your personal equipment is decreased by one. If one of your possessions leaves your home or your person for more than 24 hours, it loses this benefit until you spend 1 hour cleaning and readjusting it. Cleave Basics Prerequisites: Strength 13, Power Attack. Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round. Cleave Mastery Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4. Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round. Cleave Supremacy Prerequisites: Base attack bonus +12, Cleave Mastery. Benefit: You may take a 5-foot step before each Cleave attack you make, so long as the total distance you travel in a round does not exceed your Speed. Combat Expertise Prerequisite: Intelligence 13. Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defense. Combat Reflexes Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character may also make attacks of opportunity when flat-footed. Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity when flat-footed. Special: The Combat Reflexes feat doesn’t allow a Fast hero with the opportunist talent to use that talent more than once per round. Combat Throw Prerequisite: Defensive Martial Arts. Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her. Confident Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation. Your base threat range with these skills becomes 19-20. Creative Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills. Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above. Crew Dog You’re accustomed to working as part of a close-knit vehicle crew. Prerequisites: Pilot or Repair 3+ ranks, Daredevil. Benefit: Once per scene when you’re in a vehicle requiring a crew of 3 or more, you gain 1 additional Action Point. You may only spend this Action Point to increase a result directly related to the vehicle (e.g. a Repair check targeting the vehicle, or an attack check with one of the vehicle’s weapons). Alternately, you may give this Action Point to another member of the vehicle’s crew with the same restrictions. This Action Point is lost when you exit the vehicle or the scene ends, whichever comes first. Criminal Contacts There is some honor among thieves. Prerequisites: Diplomacy 3+ ranks, Confident. Benefit: You gain 1 associate-grade contact with a criminal theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a criminal theme enters play as a consultant instead of a junior assistant. Daredevil You’re a wild man at any speed. Prerequisites: Character level 6+. Benefit: Any vehicle you pilot has its Initiative and Maneuver bonuses increased by +2. Death Ride There’s no stopping you once you’re behind the wheel. Prerequisites: Character level 9+, Con 15+, Demolition Derby. Benefits: While operating a vehicle or riding a mount, you gain DR equal to the number of Chase feats you possess. Further, if your wound points decrease to 0 or below while you’re operating a vehicle or riding a mount, you remain alive and conscious until the vehicle or mount stops moving, until your wound points decrease to a negative total equal or higher than your Constitution score (at which point you are immediately killed), or until it’s destroyed or killed (at which point you suffer the standard consequences of your injuries). Deceitful Benefit: You get a +2 bonus on all Disguise checks and Forgery checks. Your base threat range with these skills becomes 19-20. Deceptive Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks. Defensive Driving You’re adept at losing pursuers. Benefit: You receive a +5 bonus on checks to perform Avoid Hazard, Dash, and Hide and Seek actions. Additionally, if successful with a Hide and Seek action, your opponent(s) suffer a -10 penalty to their check to follow you instead of -5. Defensive Martial Arts Benefit: The character gains a +1 dodge bonus to Defense against melee attacks. Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses. Deft Hands Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. Your base threat range with these skills becomes 19-20. Demolition Derby Your vehicles routinely soak up damage without losing performance. Prerequisites: Character level 3+, Baby It. Benefit: When you’re operating a vehicle, it gains a +2 bonus to Defense. Further, each time a vehicle you’re operating suffers collision damage, the damage decreases by 1 point per die (minimum 1 point per die). Desert Training You maneuver and fight extremely well in open and desert terrain. Prerequisites: Survival 3+ ranks. Benefit: In desert and plains terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you require only 1/2 the standard amount of water each day. Also, when you plan an ambush in desert or plains, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in desert or plains terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of heat damage resistance. Diehard Prerequisite: Endurance. Benefit: When reduced to between –1 and –9 hit point s, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying. Diligent Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks. Your base threat range with these skills becomes 19-20. Dodge Prerequisite: Dexterity 13. Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action. Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Double Tap Prerequisites: Dexterity 13, Point Blank Shot. Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. Drive-By Attack Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement. Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement. Duct Tape and Bubblegum You can patch any vehicle back together… while it’s moving. Prerequisites: Repair 3+ ranks. Benefit: While you’re piloting or inside a vehicle, the vehicle gains a circumstance bonus to Defense equal to 1/2 your ranks in the Repair skill (rounded up). Each vehicle may only benefit from 1 Duct Tape and Bubblegum feat ability at any time. Educated Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. Your base threat range with these skills becomes 19-20. Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills. Elusive Target Prerequisites: Dexterity 13, Defensive Martial Arts. Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8. Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character. Endurance Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor without becoming fatigued. Normal: A character without this feat who sleeps in armor is automatically fatigued the following day. Equilibrium Basics You’re always poised and graceful. Prerequisites: Tumble 3+ ranks. Benefit: When taking the Total Defense action, you gain a dodge bonus to Defense equal to the number of Acrobatic feats you possess. Further, you need to make only 1 Tumble check to move across a precarious surface at your full Speed or faster. Finally, any time you fall, the distance fallen is considered 20 ft. shorter (e.g. when you fall 30 ft., you only suffer damage for falling 10 ft.). Equilibrium Mastery Precarious terrain isn’t an obstacle — it’s a dance partner! Prerequisites: Tumble 6+ ranks, Equilibrium Basics. Benefit: You gain a dodge bonus with all skill checks made to resist a Trip action equal to the number of Acrobatic feats you possess. Further, when making an Tumble check to maintain your balance on a narrow or uneven surface, your DC decreases by 5 and your error range decreases by 1. Finally, you may move at full Speed while making a Tumble check. Equilibrium Supremacy Pinning you down is next to impossible. Prerequisites: Tumble 12+ ranks, Equilibrium Mastery. Benefit: When Fighting Defensively, you gain a dodge bonus to Defense equal to 1/2 the number of Acrobatic feats you possess (rounded up). Further, you may move through squares adjacent to or occupied by opponents, and end your movement in a square occupied by an opponent. If the opponent has no adjacent allies, he becomes flanked. Escape and Evasion Training You are very good, or very lucky, at eluding pursuit. Prerequisites: Bluff 3+ ranks. Benefit: You gain a +3 synergy bonus with all Bluff checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Bluff skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase. Everyday Genius There may still be a few things you haven’t seen or done, but nothing surprises you anymore. Prerequisites: Character level 15+, Unfair Advantage. Benefit: As a full action, you may choose any 1 Basic Skill feat you do not possess. You gain the chosen feat as a temporary feat until the end of the current session. You may use this ability a number of times per mission equal to the number of Advanced Skill feats you possess. Exotic Firearms Proficiency Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers. Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency. Benefit: The character makes attack rolls with the weapon normally. Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls. Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group. Exotic Melee Weapon Proficiency Choose one exotic melee weapon from. The character is proficient with that melee weapon in combat. Prerequisite: Base attack bonus +1. Benefit: The character makes attack rolls with the weapon normally. Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls. Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different exotic melee weapon. Extra Gear You always load up on your favorite equipment. Benefit: When you gain this feat, you may choose 1 equipment type (Weapons and Armor, Vehicles, or Items). You receive a +2 bonus to Wealth checks when purchasing this type of equipment. Special: You may choose this feat multiple times, each time choosing 1 new gear category. Faceless You’re totally forgettable, a hole in the social landscape. Prerequisites: Disguise 3+ ranks. Benefit: When making a Disguise check to blend into a crowd, you gain a synergy bonus from your Hide skill. Further, the time required for any class ability, skill check, or other attempt to research your past or determine your current location, intentions, or motives is tripled. False Start You’re so accustomed to using your skills that you automatically sense when your use of them is flawed. Prerequisites: Character level 3+, any 1 Basic Skill feat. Benefit: Choose 1 Basic Skill feat you possess. When you fail an unopposed check with a skill covered by the chosen feat that requires longer than 1 round to complete, you may stop mid-way through and begin again, as shown on the table below. If an aborted skill check requires money or materials, only 1/2 are spent or used up (rounded down). These materials must be replaced before you may restart the skill check. Further, when you take 20 with any skill covered by the chosen Basic Skill feat, it requires only 15 × the skill’s standard required time. Special: You may choose this feat multiple times, each time applying it to a different Basic Skill feat you possess.
Far Shot Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled. Focused Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks. Your base threat range with these skills becomes 19-20. Force Stop Prerequisites: Drive 4 ranks, Vehicle Expert. Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character’s turn number. After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage. If the character fails the check, resolve the sideswipe normally. Forest Training Every patch of dense forest is a welcome retreat for you — and a harrowing prison for your enemies. Prerequisites: Survival 3+ ranks. Benefit: In forest terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, your Craft: Trapmaking checks made to set traps in forest terrain gain a synergy bonus from your Survival skill. Also, when you plan an ambush in forest terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in forest terrain is calculated as if your Speed were 10 ft. faster, and clubs and spears are considered Common Items for you while you’re located in a forest. Frightful Presence Prerequisites: Charisma 15, Intimidate 9 ranks. Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower. If the character has the Renown feat, the Will saving throw’s DC increases by 5. Get Radical! You always push your ride’s performance envelope. Benefit: When you make a Maneuver check involving a stunt, your DC decreases by 5 and your error range decreases by 1. Further, when you make a Maneuver check for the Jump stunt, the gap width is considered one category lower; jumping a shallow gap (1 to 3 feet deep) is reduced to an Avoid Hazard stunt with a DC of 5. Finally, your vehicle suffers only 1/2 falling damage (rounded down). Ghost Basics You use every available advantage when hiding. Prerequisites: Hide 3+ ranks. Benefit: When making a Hide check to evade a security sensor, you gain a synergy bonus from your Tumble skill. Further, when making a Hide check to evade a living opponent, you gain a synergy bonus from your Sense Motive skill. Finally, when making a Hide check while moving up to your full Speed, you suffer no penalty. Ghost Mastery You’re swift, silent, and difficult to pin down. Prerequisites: Hide 9+ ranks, Ghost Basics. Benefit: When you make a Hide check while moving faster than your full Speed, you suffer a –4 penalty instead of the standard –8. Further, if the observer is distracted, he suffers an additional –4 penalty with his Spot check. Finally, when you’re hidden and benefit from 3/4 scenery cover against an opponent, you’re considered invisible to that opponent. Ghost Supremacy You’re almost literally a ghost, effortlessly slipping from shadow to shadow. Prerequisites: Hide 15+ ranks, Ghost Mastery. Benefit: You may make Hide checks without any apparent place to hide (e.g. in an open field with low grass, in an empty parking lot, etc.). Further, when you make a Hide check while moving faster than your full Speed, you suffer no penalty. Finally, when you’re hidden and benefit from 1/2 scenery cover against an opponent, you are considered invisible to that opponent. Gorgeous Your good looks are extremely memorable. Prerequisites: Cha 13+, Diplomacy 3+ ranks. Benefit: You gain a +2 synergy bonus with all Diplomacy checks, but suffer a –1 synergy penalty with all Disguise checks, as well as Bluff checks made as the Prey during a manhunt. Government Contacts When you talk, people listen. Prerequisites: Diplomacy 3+ ranks, Negotiator. Benefit: You gain 1 associate-grade contact with a legal or government theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a legal or government theme enters play as a consultant instead of a junior associate. Grapple Basics Prerequisites: Brawl, Dexterity 13. Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +2 competence bonus on all grapple checks (regardless of whether you started the grapple). Normal: Characters without this feat provoke an attack of opportunity when they initiate a grapple. Grapple Mastery Prerequisites: Grapple Basics, Strength 13. Benefit: Each mission, you may re-roll a number of failed grapple checks equal to your Strength modifier +2; you may not re-roll more than one failed check per combat. You also gain a +4 competence bonus on all grapple checks (regardless of whether you started the grapple). Grapple Supremacy Prerequisites: Grapple Mastery, Strength 15, Dexterity 15. Benefit: Your threat range on grapple checks increases by 2. You also gain a +6 competence bonus on all grapple checks (regardless of whether you started the grapple). Great Fortitude Benefit: The character gets a +2 bonus on all Fortitude saving throws. Your base threat range with these skills becomes 19-20. Grifter Contacts You’ve got friends in the dog-eat-dog world of The Big Con. Prerequisites: Diplomacy 3+ ranks, Deceptive. Benefit: You gain 1 associate-grade contact with a grifter or con artist theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Networking skill with a grifter or con artist theme enters play as a consultant instead of a junior assistant. Guide Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks. Your base threat range with these skills becomes 19-20. Gunslinger’s Eye Prerequisites: At least 2 other Combat (Ranged) feats. Benefit: You may “size up” any character as a free action, learning his ranged attack bonus, Initiative bonus, and the number of Combat (Ranged) feats he possesses (though the target may spend 1 action point per detail he wishes to conceal). You may use this ability a number of times per session equal to the number of Combat (Ranged) feats you possess, but you may not target the same character with it more than once per mission. Hard Core Your fierce professionalism demands respect even from your worst enemies. Prerequisite: Cha 13+. Benefit: You may make a 1-minute Diplomacy check as a full action when targeting an NPC whose loyalty toward you is Level 1 or less. Further, you may make a 10-minute Diplomacy check in 1 minute when targeting these NPCs. Heroic Surge Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day equal to his level/4 (round up), but never more than once per round. Home Sweet Home You’ve devoted a lot of time and effort to your home and appearance. Benefit: Your Wealth bonus for any lifestyle-related purchases (housing, vehicles, decor, etc.) is considered two higher. Additionally, when looking for an on-hand object in your home or personal vehicle, you may look for any mundane object with a Purchase DC of 15 or lower. Improved Bull Rush Prerequisites: Strength 13, Power Attack. Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender. Improved Combat Throw Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3. Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity. Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round. Improved Critical Choose one type of weapon. Prerequisite: Proficient with weapon, base attack bonus +8. Benefit: When using the weapon you selected, your threat range is doubled. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Damage Threshold Benefit: The character increases his or her massive damage threshold by 3 points. Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3. Special: A character may gain this feat multiple times. Its effects stack. Improved Disarm Prerequisites: Intelligence 13, Combat Expertise. Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character. Improved Feint Prerequisites: Intelligence 13, Brawl, Streetfighting. Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat. Normal: Feinting in combat requires an attack action. Improved Initiative Benefit: The character gets a +4 circumstance bonus on initiative checks. Improved Knockout Punch Prerequisites: Brawl, Knockout Punch, base attack bonus +6. Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage. Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal. Improved Overrun Prerequisites: Str 13, Power Attack. Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. Normal: Without this feat, the target of an overrun can choose to avoid you or to block you. Improved Trip Prerequisites: Intelligence 13, Combat Expertise. Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt. Investigator Benefit: You get a +2 bonus on all Gather Information checks and Search checks. Your base threat range with these skills becomes 19-20. Iron Will Benefit: The character gets a +2 bonus on all Will saving throws. Jackrabbit Start When it’s time to start running, you’re already long gone. Prerequisites: Defensive Driving. Benefit: When starting a chase from a stationary vehicle, you can declare your initial speed to be one level higher than normally allowed (e.g., Street Speed instead of Alley Speed). You can increase this further normally with stunts or other appropriate actions. Jungle Training You’re a terrifying opponent in the wilds beneath a sheltering tree canopy. Prerequisites: Survival 3+ ranks. Benefit: In jungle terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with Hide checks made in any non-urban terrain. Also, when you plan an ambush in jungle terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in jungle terrain is calculated as if your Speed were 10 ft. faster. Knockout Punch Prerequisites: Brawl, base attack bonus +3. Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage. Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal. Lady Luck’s Smile Your winning streak is about a mile wide. Prerequisites: Career level 9+, Better Luck Next Time. Benefit: If you roll a natural six on an Action die, you may roll an additional die and add it to the original result. Lane Dancer Others see traffic. You see an opportunity. Prerequisites: Skill Focus: Pilot (any 1 ground vehicle), Daredevil. Benefit: While operating a ground vehicle, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2. Lightning Reflexes Benefit: The character gets a +2 bonus on all Reflex saving throws. Local Contacts No matter where you go, there they are. Prerequisites: Diplomacy 3+ ranks, Trustworthy. Benefit: You gain 1 associate-grade contact with an exotic or traveling theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with an exotic or traveling theme enters play as a consultant instead of a junior assistant. Local Hero You’re widely respected in your usual stomping grounds. Prerequisites: Diplomacy 3+ ranks. Benefit: Your “home turf” is defined as the area within a 5-block radius of your home (if it’s located in an urban setting) or within a 1-mile radius of your home (if it’s in a wilderness setting). In your home turf, you may oppose any Investigation, Spot, Hide, Diplomacy, or Survival check targeting you with your Diplomacy skill. Further, you gain a bonus with Wealth checks made in your home turf equal to the number of Terrain feats you possess. Low Profile Benefit: Reduce the character’s Reputation bonus by 3 points. Lucky Break Sometimes it’s almost too easy. Benefit: Once per scene, when an attack or skill check targeting you hits or succeeds by 1 or less, you may cause it to fail instead. Mark You can size anyone up at a glance. Prerequisites: Sense Motive 3+ ranks. Benefit: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Social feats you possess. Mark of a Professional You’re not just good, you’re fast! Prerequisites: Character level 9+, False Start. Benefit: Choose 1 False Start feat. Your error range with any check made using a skill covered by the chosen feat decreases by 1 (minimum 1). Further, the time required for any unopposed check using one of these skills decreases to 1/2 standard (minimum 1 round). Special: You may choose this feat multiple times, each time applying it to a different False Start feat you possess. Martial Weapon Proficiency Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. Benefit: You make attack rolls with the selected weapon normally. Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon. Media Contacts Biggest fan, Hollywood insider, or stalker, you’ve got a direct line to the stars. Prerequisites: Diplomacy 3+ ranks, Creative. Benefit: You gain 1 associate-grade contact with an entertainment or media theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with an entertainment or media theme enters play as a consultant instead of a junior assistant. Medical Contacts For you… they’ll make house calls. Prerequisites: Diplomacy 3+ ranks, Medical Expert. Benefit: You gain 1 associate-grade contact with a medical or science theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a medical or science theme enters play as a consultant instead of a junior assistant. Medical Expert Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. Your base threat range with these skills becomes 19-20. Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained. Meticulous Benefit: The character gets a +2 bonus on all Forgery checks and Search checks. Your base threat range with these skills becomes 19-20. Military Contacts You still swap war stories with a few good men. Prerequisites: Diplomacy 3+ ranks, Officer. Benefit: You gain 1 associate-grade contact with a military or mercenary theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a military or mercenary theme enters play as a consultant instead of a junior associate. Mingling Basics You fade into any crowd. Prerequisites: Disguise 4+ ranks. Benefit: When making a Disguise check to blend into a crowd, you may use Dexterity as your key attribute. Further, when making a Disguise check to blend into a crowd, you gain a synergy bonus equal to the crowd’s Size Rating. Finally, if you fail this check, you do not become flat-footed. Mingling Mastery Weaving unnoticed through crowds is second nature to you. Prerequisites: Disguise 9+ ranks, Mingling Basics. Benefit: When making a Disguise check to blend into a crowd, each penalty for balancing, moving, or speaking decreases to 1/2 standard (rounded down). Further, when you’re located in a crowd of 500 or more people, you become invisible instead of hidden with a successful check. Mingling Supremacy One blink and you’re lost in the crowd. Prerequisites: Disguise 15+ ranks, Mingling Mastery. Benefit: When making a Disguise check to blend into a crowd, you suffer no penalty for balancing, moving, or speaking, and each penalty for your team, or sparse or barren terrain, decreases to 1/2 standard (rounded down). Further, when you’re located in a crowd of 50 or more people, you become invisible instead of hidden with a successful check. Mobility Prerequisites: Dexterity 13, Dodge. Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square. Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Mother Hen You’re extremely protective of all your gear. Prerequisites: Clean and Polished. Benefit: Your personal gear receives a +4 bonus to Defense. Further, when one of your personal equipment suffers damage while you’re in contact with it, you may make a Reflex save (DC equal to the damage inflicted) to transfer 1/2 the damage to yourself (rounded up). Your DR applies to this damage as standard unless the item is armor you’re wearing. Mount Up You have a natural affinity with domesticated animals. Prerequisites: Ride 3+ ranks, Daredevil. Benefit: While riding an animal mount, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2. Additionally, your mount’s Defense and Reflex save bonuses are equal to your own (if your bonuses are higher than the mount’s). Mountain Training You are highly trained to maneuver and fight in the mountains. Prerequisites: Survival 3+ ranks. Benefit: In mountain terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with any Climb checks made to scale a natural surface. Also, when you plan an ambush in mountain terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in mountain terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of falling damage resistance. Mounted Combat Prerequisite: Ride 1 rank or Pilot 1 rank. Benefit: Once per round when your vehicle or animal mount is hit in combat, you may attempt a Pilot or Ride check (as a reaction) to negate the hit. The hit is negated if your Pilot or Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the vehicle's or animal mount’s Armor Class if it’s higher than the mount’s regular AC.) Mounted Ranged Combat Prerequisites: Mounted Combat. Benefit: The penalty you take when using a ranged weapon while in a moving vehicle or on an animal mount is halved. Negotiator Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. Your base threat range with these skills becomes 19-20. Night Training You rely on all your senses, functioning quite well in the dark. Prerequisites: Spot 3+ ranks. Benefit: All your visual range penalties for dawn, dusk, and night decrease to 1/2 standard (rounded down). Further, when you plan an ambush at night or in darkness, your opponents’ checks to determine surprise suffer a –2 penalty. Also, your smell range increases to 3 ft. × your Wisdom score. Finally, as long as you aren’t deafened, you are never considered blinded when targeting any character within 10 ft. of you. Nimble Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. Your base threat range with these skills becomes 19-20. Special: Remember that the Sleight of Hand skill can’t be used untrained. Nimble Fingers Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks. Your base threat range with these skills becomes 19-20. Not the Face! Your looks are everything. You protect them with your life. Prerequisite: Career Level 3+, Charmer. Benefit: While taking a Total Defense action or Fighting Defensively, you gain an amount of damage resistance against damage inflicted by melee and unarmed attacks equal to your Charisma modifier (if greater than 0). Offensive Driving Very few opponents manage to escape you. Benefit: When pursuing Prey in a chase, your DC for any Maneuver check decreases by 5. Additionally, when your Prey manages to lose you and end the chase, you may make a Maneuver check with DC 25 (this is not modified further by this feat). If successful, you have managed to find the Prey, and the chase resumes. Officer Benefit: The character gets a +2 bonus on all Diplomacy checks and Intimidate checks. Your base threat range with these skills becomes 19-20. Old School You’ve been around the block more than a few times, and others can tell. Prerequisites: Character level 6+. Benefit: You gain a +4 insight bonus with any Charisma-based skill check targeting a player or special character sharing at least 1 of your base classes (if your class level is higher than his). One Hand on the Wheel You’ve had a lot of practice driving with only one hand. Benefit: You suffer no Maneuver check penalty when operating a vehicle with only one hand. Further, you may make a Maneuver check as a free action a number of times per scene equal to the number of Chase feats you possess, as long as you have enough movement to complete all the Maneuvers. Special: This feat only applies to vehicles that can be physically operated using only one hand. Helicopters and airliners, for example, will generally require two hands during any maneuver. Small aircraft and automobiles with manual transmissions will require two hands for any change in speed. Pack Rat You accumulate lots and lots of stuff, some of it useful. Benefit: You may purchase items with a Purchase DC equal to your Wealth bonus +2 or less without making a Wealth check and without reducing your Wealth bonus. Personal Firearms Proficiency Benefit: The character can fire any personal firearm without penalty. Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms. Personal Lieutenant You have a right-hand man you trust with your life. Prerequisites: Character level 6+. Benefit: You may create 1 special character — your ‘personal lieutenant.’ This is a comrade-grade contact. You must choose loyalty at least Level 3 and permanence at least Level 4. Additionally, experience can be no higher than Level 2, nor can it ever be increased beyond level 2. Should your personal lieutenant die, reduce either your Reputation bonus or your Wealth bonus by a number equal to your character level, as appropriate. The deceased lieutenant is replaced at the start of the following mission by a new NPC of your creation, following these rules (though not including any increases from other feats; the bonuses from these feats are lost). Personal Stash Whatever your team needs, you might just have. Prerequisites: Pack Rat. Benefit: While in your home, you may re-roll any failed Wealth check. You may not re-roll any check more than once. Photographic Memory Your mind captures and stores an amazing array of information. Prerequisites: Character level 1 only (when the feat is chosen). Benefit: You you gain a +2 insight bonus with all Knowledge checks, and your threat range with them becomes 19–20. Additionally, you may spend 1 round to take 10, or 1 minute to take 20, with Knowledge checks. Pin to the Wall Prerequisites: Weapon Proficiency (Thrown). Benefit: With a successful attack using an edged thrown weapon that inflicts lethal damage, you may cause an opponent to become held against an adjacent wall or other solid vertical object instead of inflicting damage. The target may only escape with a Strength check (DC equal to your attack’s damage). If a character suffers this feat effect multiple times during the same round, he must make only one Strength check to escape all of these feat effects. This check’s base DC is determined by the total damage inflicted by all successful attacks made using this feat ability during the same round. Point Blank Shot Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. Police Contacts No worries. The Man’s got your back! Prerequisites: Diplomacy 3+ ranks, Investigator. Benefit: You gain 1 associate-grade contact with a law enforcement or security theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a law enforcement or security theme enters play as a consultant instead of a junior associate. Polyglot Your language skills are remarkable. Prerequisites: Speak Language 4+ languages. Benefit: You gain 2 additional languages. Further, each of your Bluff and Diplomacy checks gains a synergy bonus equal to the number of Languages you speak (even if the target is from a region for which you don’t possess the appropriate Language). Power Attack Prerequisite: Strength 13. Benefit: On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action. Practice Makes Perfect You’ve perfecting your skills so long, you hardly know how to screw up anymore. Prerequisites: Character level 15+, Mark of a Professional. Benefit: Choose 1 Mark of a Professional feat. When making a check with any skill covered by the chosen feat, any natural roll below 10 that isn’t an error becomes 10. Precise Shot Basics Prerequisite: Point Blank Shot. Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat. Precise Shot Mastery Prerequisite: Precise Shot Basics, Dex 15, base attack bonus +5. Benefit: You can aim as a move action prior to attacking. You may make no other actions in the same round except aiming and attacking. Normal: Aiming is a full-move action. Precise Shot Supremacy Prerequisites: Dex 19, Precise Shot Mastery, base attack bonus +11. Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes. Quick Draw Prerequisite: Base attack bonus +1. Benefit: The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks. Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving. Quick Reload Prerequisite: Base attack bonus +1. Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action. Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action. Rapid Shot Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat. Renown Benefit: The character’s Reputation bonus increases by +3. Research Contacts It’s all right that you don’t have eyes in the back of your head. A few extra pairs are always looking out for you. Prerequisites: Diplomacy 3+ ranks, Negotiator. Benefit: You gain 1 associate-grade contact with a journalist, documentary, or librarian theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a journalist, documentary, or librarian theme enters play as a consultant instead of a junior associate. Run Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check. Safe House You maintain a network of secure locations around the world. Prerequisites: Character level 3+, Wealth bonus 10+. Benefit: At the start of each scene when you’re located in a city of 10,000 or more people, you may declare that you have a safe house within 10 miles; otherwise, you may declare that you have a safe house in the nearest city of 10,000 or more people (the GM determines its exact location). The nature of your safe house is equal to a home appropriate to your Wealth minus 2. You may use this ability a number of times per mission equal to the number of Equipment feats you possess. All safe houses are lost at the end of each mission. Self-Sufficient Benefit: You get a +2 bonus on all Heal checks and Survival checks. Your base threat range with these skills becomes 19-20. Sharpshooter Basics Prerequisites: Base attack bonus +3 or higher. Benefit: When you make a ranged attack against an opponent benefiting from up to 3/4 cover, his cover decreases by 1/4 against your attack. Further, when you make a ranged attack against an opponent whose Size grants a bonus to Defense, that bonus decreases to 1/2 standard (rounded down). Sharpshooter Mastery Prerequisites: Base attack bonus +9 or higher, Sharpshooter Basics. Benefit: When you make an aimed ranged attack, your threat range increases by 1. Further, when you make a called shot, your attack check penalty decreases by 3 (minimum 0). Sharpshooter Supremacy Prerequisites: Base attack bonus +15 or higher, Sharpshooter Mastery. Benefit: When you make an aimed ranged attack, your threat range increases by 2. Further, when rolling to activate a critical hit on an aimed ranged attack, you have a +1 bonus. Shot on the Run Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility. Benefit: When using an attack action with a ranged weapon, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed. Signature Gear You’re starting to get a reputation — for the gear you use. Prerequisites: Character level 6+. Benefit: Choose 1 specific item. You gain a +1 morale bonus with all skill checks and damage rolls made using that item. Further, the item cannot be destroyed due to a critical failure (though it may still be destroyed by damage). Special: You may choose this feat multiple times, each time applying it to 1 different item. Simple Weapons Proficiency Benefit: The character makes attack rolls with simple weapons normally. Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Simply Irresistible Your stunning good looks and well-honed charm bring you many gifts, and much unwanted attention. Prerequisites: Cha 15+, Diplomacy 9+ ranks, The Look. Benefit: You gain a +6 synergy bonus with all Diplomacy checks and the time required to make these checks decreases to 1/2 standard (rounded down, minimum 1 round), but suffer a –4 synergy penalty with all Disguise checks, as well as Bluff checks made as the Prey during a manhunt. Further, your error range with these penalized checks increases by 1 and your opponents’ action die cost to activate your errors with these checks decreases by 1 (minimum 1). These modifiers replace those applied by The Look feat. Skill Focus Choose a skill. Benefit: You get a +3 insight bonus on all checks involving that skill. Your base threat range with these skills becomes 18-20. Further, once per session, you may choose to re-roll 1 failed check with the chosen skill. You may not re-roll a critical failure. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Skill Focus Mastery You excel with a particular set of related activities. Prerequisites: Career level 12+, Skill Focus. Benefit: Choose 1 Skill Focus feat you possess. The insight bonus with checks granted by the chosen feat increases from +3 to +4, and the listed skills’ base threat range becomes 17–20. Special: You may choose this feat multiple times, each time applying it to a different Skill Focus you possess. Skill Focus Supremacy You’re a leading expert in a particular field. Prerequisites: Character level 18+, any Skill Focus Mastery feat. Benefit: Choose 1 Skill Focus Mastery feat you possess. The insight bonus with checks granted by the chosen feat increases from +4 to +5, and the listed skills’ base threat range becomes 16–20. Further, you may re-roll up to 3 failed checks per session, though you may not re-roll the same check more than once and you may not re-roll a critical failure. Special: You may choose this feat multiple times, each time applying it to a different Grand Skill Mastery feat you possess. Skip Shot Prerequisites: Point Blank Shot, Precise Shot. Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage. Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot. Spider Basics You’re most at home a few inches away from a sheer vertical surface — and several hundred feet up. Prerequisites: Climb 3+ ranks. Benefit: Opponents do not gain a bonus to attack you while you’re climbing. Further, you suffer no penalty when climbing without a kit. Finally, if you’re climbing at the start of a combat, you gain a bonus with your Initiative check equal to the number of Acrobatic feats you possess. Spider Mastery Given a choice, you’d come in through the skylight every time. Prerequisites: Climb 6+ ranks, Spider Basics. Benefit: When climbing, you may ascend at up to 1/2 your full Speed and descend at your full Speed. Further, you may attempt to catch yourself while falling along any surface with a DC of up to 40. Finally, all falling damage you suffer decreases by 1 point per die (minimum 1 point per die). Spider Supremacy Old school wall-crawling; no radioactive spider required. Prerequisites: Climb 12+ ranks, Spider Mastery. Benefit: When climbing, you may ascend at up to your full Speed and descend at double your full Speed. Further, you are not required to make an additional Climb check when you suffer damage. Also, when you possess a climbing kit, your Climb check DC decreases by 5 and your error range decreases by 1. Finally, if you’re climbing at the start of a combat, each opponent suffers a morale penalty to their Initiative equal to number of Acrobatic feats you possess. Spring Attack Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4. Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal). A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor. Stealthy Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks. Your base threat range with these skills becomes 19-20. Stone Cold Your steely demeanor projects an aura of calculated ruthlessness. Prerequisites: Intimidate 4+ ranks. Benefit: You’re always considered armed when making an Intimidate check. Further, each time one of your attacks decreases an opponent’s hit points to 0 or below, you gain a +1 bonus with all Intimidate checks made until the end of the current combat (maximum +4). Finally, you gain a +1 bonus with all Will saves made during combat. Strafe Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency. Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line). Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area. Street Contacts Respect. Prerequisites: Diplomacy 3+ ranks, Persuasive. Benefit: You gain 1 associate-grade contact with a street theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Networking skill with a street theme enters play as a consultant instead of a junior associate. Streetfighting Prerequisites: Brawl Basics, base attack bonus +2. Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage. Studious Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks. Your base threat range with these skills becomes 19-20. Sunder Prerequisites: Strength 13, Power Attack. Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity. The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not. Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character. Surgery Prerequisite: Treat Injury 4 ranks. Benefit: The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description. Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery. Swamp Training Most people see a high dry-cleaning bill; you see myriad chances to dominate your foes. Prerequisites: Survival 3+ ranks. Benefit: In swamp terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with hearing Notice checks. Also, when you plan an ambush in swamp terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in swamp terrain is calculated as if your Speed were 10 ft. faster, and you gain a +2 insight bonus with saves made to resist poisons. Talented Your skill mastery often takes people by surprise. Benefit: Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). The Dice are Hot It’s not a system — it’s just luck. Benefit: You gain a synergy bonus on Gamble checks equal to the number of action points you currently possess. Also, your Wealth bonus increases by 1. The Look You possess devilishly handsome good looks, or a laugh that melts hearts, or all the right curves, or maybe a smile that makes people weak in the knees. Prerequisites: Diplomacy 6+ ranks, Gorgeous. Benefit: You gain a +4 synergy bonus with all Diplomacy checks, but suffer a –2 synergy penalty with all Disguise checks, as well as Bluff checks made as the Prey during a manhunt. Further, your error range with these penalized checks increases by 1. These modifiers replace those applied by the Gorgeous feat. Too Ugly To Die People have tried to prove the saying wrong, but no one’s yet succeeded. Prerequisites: Character level 3+, Hard Core. Benefit: You gain DR 2/—, but suffer a –4 synergy penalty with all Diplomacy checks. Tool Shed Rummaging around at home, you can find almost anything. Prerequisites: Home Sweet Home. Benefit: Once per mission as a 1-hour action at home, you may find any 1 Grade III kit. This kit is lost at the end of the current mission. Special: You may choose this feat multiple times, each time gaining the ability to find 1 additional Grade III kit in your home per mission. Tough Luck You’re more than a jinx — you attract unlucky breaks. Prerequisites: Career level 9+, Black Cat. Benefit: Each opponent you target with your Black Cat feat ability must spend an action die to activate each threat he scores. Toughness Benefit: The character gains +3 hit points. Special: A character may gain this feat multiple times. Its effects stack. Traceless You habitually remove signs of your presence. Prerequisites: Disguise 6+ ranks, Faceless. Benefit: The DCs of all skill checks made to learn of your presence or passage increase by the number of Social feats you possess. If you’re no longer present and this increases the DC to 20 or more, the Track feat is required to trace your steps. Track Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character’s normal speed with a –5 penalty on the check, or at up to twice the character’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions. If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.
Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints. Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found. Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.
1 For a group of mixed sizes, apply only the modifier for the largest size category represented. 2 Apply only the largest modifier from this category. Tracking Mastery No quarry’s secrets are safe from your acute senses. Prerequisites: Survival 3+ ranks, Track. Benefit: You may take 10 with Survival checks to track, and the time to do so is not doubled. Further, you gain a synergy bonus with Survival checks to track from your Research skill. Finally, when you succeed with a Survival check to track, you also determine whether the target has lost any vitality or wound points, as well as any conditions he possessed when he made the trail. Tracking Supremacy As a cool veteran hunter, you’re rarely caught unawares. Prerequisites: Survival 9+ ranks, Tracking Basics. Benefit: You may take 20 with Survival checks to track, even if your error range is greater than 1. Further, you gain a +5 insight bonus with skill checks made to determine surprise as you follow any physical trail. Trademark Gear Everyone associates one specific item with you. Prerequisites: Character level 12+, Signature Gear. Benefit: Choose 1 item targeted by your Signature Gear feat. You gain an additional +1 morale bonus with all skill checks and damage rolls made using that item (for a total bonus of +2). Further, any time you spend an action point to boost one of these rolls, you roll twice the normal number of dice, adding two to the result. Special: You may choose this feat multiple times, each time applying it to 1 different item. Training You devote much of your training and free time to various skills you might need in the field. Benefit: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you. Special: You may choose this feat multiple times, each time gaining 5 additional skill points with the same benefits. Trustworthy Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. Your base threat range with these skills becomes 19-20. Two-Weapon Defense Prerequisites: Dex 15, Two-Weapon Fighting. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. Two-Weapon Fighting Basics Prerequisite: Dexterity 13. Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the types). Two-Weapon Fighting Mastery Prerequisites: Dexterity 13, Two-Weapon Fighting Basics, base attack bonus +6. Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons). Two-Weapon Fighting Supremacy Prerequisites: Dexterity 13, Two-Weapon Fighting Mastery, base attack bonus +11. Benefit: The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other. Unarmed Strike Basics Prerequisite: Base attack bonus +1. Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity. Unarmed Strike Mastery Prerequisites: Unarmed Strike Basics, base attack bonus +4. Benefit: The character’s threat range on an unarmed strike improves to 19–20. Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20. Unarmed Strike Supremacy Prerequisites: Unarmed Strike Mastery, base attack bonus +8. Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. Normal: An unarmed strike critical hit deals double damage. Unbalance Opponent Prerequisites: Defensive Martial Arts, base attack bonus +6. Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.) The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent on any action. Undermine With a few well-chosen words, you can demolish a person’s confidence. Prerequisites: Taunt 9+ ranks, Hard Core. Benefit: When you succeed with a Taunt check, your target loses the ability to spend action points and suffers a morale penalty with Initiative and skill checks equal to your Charisma modifier for a number of rounds equal to the number of Social feats you possess. Unfair Advantage Your experience allows you to maximize every favorable break. Prerequisites: Character level 6+, at least 1 Basic Skill feat. Benefit: Each time you gain an insight bonus with a skill check, the bonus increases by +1. Unlocked Potential You possess a natural gift. Prerequisites: Character level 1 only (when the feat is chosen). Benefit: Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill. Urban Training You’re a predator of the concrete jungle. Prerequisite: Gather Information 3+ ranks. Benefit: In urban terrain, you gain a +2 insight bonus with Gather Information checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill when making a Gather Information check for urban tracking in a city of 10,000 or more people. Finally, when you plan an ambush in urban terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Vehicle Dodge Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action. Vehicle Expert Benefit: The character gets a +2 bonus to any two Pilot skill checks. Your base threat range with these skills becomes 19-20. Vehicle Specialization You are proficient with one type of vehicle. Benefit: Choose a vehicle type (See the description of the Pilot skill). When you are in control of a vehicle of the specified type, you gain a +2 competence bonus on skill checks, ability checks, and saving throws involving the vehicle. Venomous Dialogue Your soul-piercing declarations stop people dead in their tracks. Prerequisites: Cha 15+, Taunt 18+ ranks, Undermine. Benefit: Once per scene after succeeding with a Taunt check, you may make a remark so staggering that the target is left completely at a loss. Instead of inflicting the Taunt check’s standard result, you may force him not to make any attacks until he is attacked, or until the end of the current scene, whichever comes first. Wave Runner You’re completely undaunted on the high seas, in narrow channels, or in churning rapids. Prerequisites: Skill Focus: Pilot (any 1 water vehicle), Daredevil. Benefit: You Constitution increases by a number equal to the number of Chase feats you possess for the purpose of determining how long you can hold your breath. Further, while operating a water vehicle, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2. Weapon Finesse Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain. A character can choose unarmed strike or grapple as a weapon for the purposes of this feat. Prerequisites: Proficient with weapon, base attack bonus +1. Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon. Weapon Focus Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat. Prerequisites: Proficient with weapon, base attack bonus +1. Benefit: The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon. Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon. Whirlwind Attack Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4. Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent. White Collar Contacts The power players listen to you. Some take notes. Prerequisites: Diplomacy 3+ ranks, Windfall. Benefit: You gain 1 associate-grade contact with a business theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Diplomacy skill with a business theme enters play as a consultant instead of a junior assistant. Wilderness Contacts You have friends in every corner of the globe, even some rarely visited by man. Prerequisites: Diplomacy 3+ ranks, Guide. Benefit: You gain 1 associate-grade contact with a wilderness theme of your choice (per GM approval). Further, the time required for each Diplomacy check calling upon this individual decreases to 1/2 standard (rounded down), and your error range with these checks decreases by 2 (minimum 0). Finally, with GM approval, each subsequent contact you gain from the Networking skill with a wilderness theme enters play as a consultant instead of a junior assistant. Wind Rider You’re a natural in the air, able to read the wind and ride turbulence like a gentle wave. Prerequisites: Skill Focus: Pilot (any 1 air vehicle), Daredevil. Benefit: While operating an air vehicle, your movement costs of simple maneuvers are reduced by 1, your Turn Number is reduced by 2 at Character scale and 1 at Chase scale (minimum 1), and your Defense bonus is increased by +2. Windfall Benefit: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks. Special: A character can select this feat multiple times. Each time, both of its effects stack. Zeroed Your permanent address is a cemetery plot, which tends to throw off background checks. Prerequisites: Disguise 12+ ranks, Traceless. Benefit: All public records indicate that you’re deceased; physical evidence to the contrary may only be found with an appropriate Research, Investigation, or Gather Information check resulting in a critical success. Further, the error ranges of all Research, Investigation, or Gather Information checks targeting you increase by a number equal to the number of Social feats you possess. |
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